Monday, July 6, 2026

Kinda Funny Games' Developer Interview on Spyro: A Realm Beyond

Kinda Funny Games did an interview with Toys For Bob's Lou Studdert and Paul Yan on Spyro: A Realm Beyond.

 
 
Summarization from ResetEra forums

Vision for Spyro

  • The new Spyro is the team's dream project.
  • The character is based on the original trilogy: tone, personality, and voice; not a reboot like Legend of Spyro.
  • The game is an evolution of the franchise, exploring new locations and expanding the narrative.
  • Every Spyro game should have charm, memorable characters, fluid movement, and exploration.
  • Gems remain a very important part of the experience.
  • They are leaning heavily into the fantasy of being a dragon.

Exploration & Flight

  • Players can explore both on the ground and in the air—the choice is theirs.
  • Dragon flight is a core addition to Spyro's movement kit.
  • Flight was the cornerstone of the project from the beginning, with the world designed around it.
  • Flying builds upon the fluid controls and animations from Spyro Reignited Trilogy and adds new ways to explore rather than replacing ground movement.
  • Levels feature significantly more verticality and layered environments to support flight.
  • The goal is for players to see distant locations and think, "How do I get there?" by combining abilities and environmental interactions.
  • They don't want the game to feel like a flight simulator.

Flight mechanics

  • Flight is fully active rather than automatic.
  • Players must flap Spyro's wings to maintain speed and momentum.
  • Diving increases speed.
  • Flame breath can ignite campfires to create lift.
  • Sky rings provide speed boosts.
  • The challenge comes from chaining these mechanics together to stay airborne.
  • Spyro's flame breath has greater range while flying, functioning more like fireballs, whereas on the ground it behaves more like a flamethrower.

Design Philosophy

  • Spyro is about zen-like, fluid movement through beautiful worlds.
  • This is fundamentally different from Crash's precision platforming.
  • The studio loves creating colorful characters with exceptional controls.
  • There were few games to draw inspiration from for this type of flight system, so much of it required pioneering new ideas.

Why It's Not "Spyro 4"

  • Crash Bandicoot 4: It's About Time continued the original trilogy directly because later entries had drifted away from the original gameplay.
  • Spyro is intentionally not numbered to make it welcoming for newcomers.
  • It contains references for longtime fans but is designed as a fresh experience anyone can start with.

Relationship to Skylanders

  • Nothing carries over from Skylanders besides lessons the team learned about humor.
  • The two series exist in completely separate universes.

Development

  • Development has been underway for a little over two years.
  • The team feels confident about a Spring 2027 release.
  • Their preferred development cycle is around 2–3 years.
  • They describe themselves as a nimble, efficient studio with strong scope management.
  • There were moments where the project became over-scoped, requiring difficult cuts to stay on budget and schedule.

Toys for Bob & Independence

  • The team originally wanted to work on Spyro but was assigned to Crash Bandicoot 4.
  • They later pitched a new Spyro game to Xbox alongside their proposal to become an independent studio.
  • Transitioning to independence was smooth, although establishing the new company required significant work.
  • They had a strong relationship with Activision, but the pandemic changed priorities.
  • The studio was required to support projects like Warzone and Overwatch 2.
  • Toys for Bob eventually split into multiple teams and felt they were moving away from the types of games they loved making.
  • After Microsoft's acquisition of Activision, they sought independence to focus on those games again.
  • Xbox leadership supported this decision.
  • The studio operates fully remotely, having shipped Crash Bandicoot 4, Crash Team Rumble, and their support work on Warzone remotely.

Choosing Spyro

  • The team has many original ideas.
  • Spyro was chosen because it made the strongest business case, particularly due to its sales history.
  • They prefer working with established characters because timeless franchises come with passionate existing audiences.

Crash Team Rumble

  • Crash Team Rumble was not created because of the live-service trend.
  • The concept was prototyped before Crash Bandicoot 4.
  • The goal was to make a Crash spinoff that still felt like Crash rather than another racing game.

The Future of 3D Platformers

  • They believe 3D platformers are experiencing a resurgence.
  • Examples mentioned include Astro Bot and the Rayman remake.
  • Spyro and Crash have very different gameplay philosophies, making another crossover game difficult.
  • The team are huge fans of Banjo-Kazooie and would love to work on the series if given the opportunity, describing those games as timeless.